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DragonFF - Blender GTA I/O


Parik

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LightVelox
7 hours ago, Tut Greco said:

I'm not sure if this is an issue with dff importers or it's simply a normal thing with the models. It should look fine if you render it with a light in your scene. Try export it to GTA and see if it renders fine ingame.

Actually this only happens after I export the model to dff, and reimport
what i mean is: the model looks normal in blender, then i exported and most of it was invisible ingame, then i reimported the dff to see if it was a problem after the export and this is how it looks, I always do Triangulate > Remove Doubles > Recalculate Normals before exporting so i'm sure it's not normals(also cause it has no problems in blender with backface culling on)

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37 minutes ago, LightVelox said:

Actually this only happens after I export the model to dff, and reimport
what i mean is: the model looks normal in blender, then i exported and most of it was invisible ingame, then i reimported the dff to see if it was a problem after the export and this is how it looks, I always do Triangulate > Remove Doubles > Recalculate Normals before exporting so i'm sure it's not normals(also cause it has no problems in blender with backface culling on)

Do you have the original model that you exported for me to test? You don't need to Triangulate, Remove Doubles or Recalculate Normals before exporting, it might cause problems although it shouldn't.

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LightVelox
6 hours ago, Parik said:

Do you have the original model that you exported for me to test? You don't need to Triangulate, Remove Doubles or Recalculate Normals before exporting, it might cause problems although it shouldn't.

unfornately i deleted it since i lost my patience after the sixth try :v but it's probably more of an error with my topology than the exporter itself

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haywire404

I'm also having issues. I exported a .dff to do further work in 3ds Max, and KAMs tools came back with problems.

 

Also, this being said, 3ds Max is utter dogsh*t and I refuse to work in such a suite after the nightmare I've just come out of. THE most horrendous user interface ever.

 

Is there any type of support I can give to hurry releases?

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another0ne
3 hours ago, haywire404 said:

"Is there any type of support I can give to hurry releases?"

I'm also up for this. I can donate a few bucks for quicker development or bigger functionality. You could make "gumroad 0+" or so. Or just Paypal donation.

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16 hours ago, haywire404 said:

I'm also having issues. I exported a .dff to do further work in 3ds Max, and KAMs tools came back with problems.

In most cases I discourage using kam's, there are simply more powerful maxscripts made since then. It's possible that it's an error caused by your inexperience though. I can offer my support and hopefully have you understand the options you got. Why don't you start a PM?

Also I'm planning to get started with Blender soon cause we don't have native sculpting tools here in Max. I'm really looking forwards to see what the app has to offer.

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Tried the plugin after a long time and looks pretty good. Any plans for extending the map importing with custom ipls and streaming (like a map editor)?

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On 5/6/2020 at 7:53 PM, another0ne said:

I'm also up for this. I can donate a few bucks for quicker development or bigger functionality. You could make "gumroad 0+" or so. Or just Paypal donation.

I now have a Patreon page that you can use to support me (and this project). I have additional benefits that you can use if you want a specific feature to be implemented quicker.

https://www.patreon.com/parik

 

On 5/6/2020 at 4:35 PM, haywire404 said:

I'm also having issues. I exported a .dff to do further work in 3ds Max, and KAMs tools came back with problems.

I'm looking into this. Unfortunately, I don't have an installation of 3ds Max to test it on, but it's very possible that KAMs expects a specific format which it cannot find with DragonFF exported models. They should still work in-game though. I'll see if I can get a 3ds Max installation working, so I could fix the compatibility issues.

 

On 5/9/2020 at 6:10 AM, Grinch_ said:

Tried the plugin after a long time and looks pretty good. Any plans for extending the map importing with custom ipls and streaming (like a map editor)?

Thanks. Regarding extending the map importer, I do have plans to eventually get to that, but the focus at the moment is to improve the DFF and TXD import/export support, and then get to map editing. Furthermore, I don't know how you'd be able to implement streaming in Blender, so it would most probably be something like being able to edit only a specific section of the map (sort of like MEd)

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Hi I recently updated to Blender 2.82a and was trying to import dff files from a different renderware PS2 game besides GTA, and this happened.

The model somehow turned into one object which seems to me that this was compromised of various models or something, but the importer kind of blended everything into one mesh.
Screenshot-3.png

Maybe its because its a different packaged dff from GTA ones?

Edited by Eraea
missing info
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On 5/14/2020 at 7:52 PM, Eraea said:

Hi I recently updated to Blender 2.82a and was trying to import dff files from a different renderware PS2 game besides GTA, and this happened.

The model somehow turned into one object which seems to me that this was compromised of various models or something, but the importer kind of blended everything into one mesh.
 

Maybe its because its a different packaged dff from GTA ones?

I'm aware of this issue, and am working to look for a solution. There is a similar issue with BFBB where multiple atomics in a DFF have the same frame index. Unfortunately, the way the tool is programmed at the moment makes it impossible to export it back in a similar structure. I had an idea to use vertex groups to represent the different parts of the group, but I haven't finished that yet.

Once that is finished, you should be able to export these kinds of models, but for now you're only able to import them (and they'll be merged into one model).

 

Is the model supposed to be different models, by the way? Because on most of my sample models that had this issue, they seemed to have been the same mesh but split into multiple parts.

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MaurícioAl10

Currently the map importer works very well, but it imports the map lod only, as the data folder ipl is for lod only (not all models) but for most, would there be a way to import an ipl other than from the game directory? (sorry for some wrong or meaningless word, using the translator 😁)

Edited by MaurícioAl10
error in a word
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7 hours ago, MaurícioAl10 said:

Currently the map importer works very well, but it imports the map lod only, as the data folder ipl is for lod only (not all models) but for most, would there be a way to import an ipl other than from the game directory? (sorry for some wrong or meaningless word, using the translator 😁)

I have decompiled and organised every binary ipl and it's easy to do yourself, pm if interested

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On 5/15/2020 at 11:39 PM, Parik said:

I'm aware of this issue, and am working to look for a solution. There is a similar issue with BFBB where multiple atomics in a DFF have the same frame index. Unfortunately, the way the tool is programmed at the moment makes it impossible to export it back in a similar structure. I had an idea to use vertex groups to represent the different parts of the group, but I haven't finished that yet.

Once that is finished, you should be able to export these kinds of models, but for now you're only able to import them (and they'll be merged into one model).

 

Is the model supposed to be different models, by the way? Because on most of my sample models that had this issue, they seemed to have been the same mesh but split into multiple parts.

I see, but yes it is just one mesh file split into multiple parts.
For now I'll be trying to learn 3DS max to somehow edit them and see how it goes, though I'll wait for any updates on your plugin since I am more accustomed to Blender.
Thank you very much!

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MaurícioAl10
On 5/22/2020 at 10:43 PM, Tut Greco said:

I have decompiled and organised every binary ipl and it's easy to do yourself, pm if interested

yes i am very interested 😄, but i can't pm you, i don't know why XD

Edited by MaurícioAl10
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Ok so, I had 2 problems and I know how to solve one of them. First one - I made house with interior, and after exporting I could only saw house ingame. Without interior. Funny fact is that interior is ANOTHER, separate object in my blend file. So what I had to do was select house and interior, then CTRL+J (merge separated objects into one, single object) and then just export it. And its fine. House with interior works as it should ingame. Now I have another problem, this time with exporting my house as .col, coz when I try to export it as collision file, plugin exports it as an empty file. And I cant solve this one. My house is somehow different (position) and the old GTA SA collisions are totally wrong, so without col file all my hard work is pointless. Any ideas? Why plugin exports my project as 0kb .col file..... 

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2 hours ago, Matrix717 said:

Now I have another problem, this time with exporting my house as .col, coz when I try to export it as collision file, plugin exports it as an empty file. And I cant solve this one. My house is somehow different (position) and the old GTA SA collisions are totally wrong, so without col file all my hard work is pointless. Any ideas? Why plugin exports my project as 0kb .col file..... 

1) The number of polygons is more than 12.000+
2) To apply the position of an object use "Ctrl+A" - Location, Rotation, Scale.
3) Unfortunately Mass Export does not export DFF (It only exports a file that has no use.)

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4 hours ago, Matrix717 said:

Why plugin exports my project as 0kb .col file.....

Are you sure you have collision objects in your scene? You should have a collision mesh (duplicate your model, make adjustments, and change the type to "Collision Object" in the DragonFF object properties.

 

VVN1og3.png

1 hour ago, Federation said:

3) Unfortunately Mass Export does not export DFF (It only exports a file that has no use.)

It does export DFFs. It exports a DFF for every collection you have in your scene.

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5 hours ago, Parik said:

Are you sure you have collision objects in your scene? You should have a collision mesh (duplicate your model, make adjustments, and change the type to "Collision Object" in the DragonFF object properties.

 

VVN1og3.png

It does export DFFs. It exports a DFF for every collection you have in your scene.

Thanks, this should work

 

EDIT: works, thx

Edited by Matrix717
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@comoaig great model. Are you somewhat experienced with character animation and rigging? You'll have to understand how bones interact with vertices. The character glitch is caused by model vertices not weighed to the correct bones.

From my understanding you can quickly setup bone weights with automatic armature system in latest Blender versions. You can then reverse engineer the results and create a better rig yourself, or tweak it from there, it doesn't matter.

PS. I'm not a Blender user.

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On 6/21/2020 at 3:13 AM, Tut Greco said:

@comoaig great model. Are you somewhat experienced with character animation and rigging? You'll have to understand how bones interact with vertices. The character glitch is caused by model vertices not weighed to the correct bones.

From my understanding you can quickly setup bone weights with automatic armature system in latest Blender versions. You can then reverse engineer the results and create a better rig yourself, or tweak it from there, it doesn't matter.

PS. I'm not a Blender user.

Ty for the reply. It's first time with skin modelling so i haven't experiences. I really don't know how to do and i haven't find a solution on youtube. Maybe someone else can help me?

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3 hours ago, comoaig said:

Ty for the reply. It's first time with skin modelling so i haven't experiences. I really don't know how to do and i haven't find a solution on youtube. Maybe someone else can help me?

Please see if you can get a result through this (or any other skin weight tutorial)

 

It's never been easy for us to grasp so I don't expect you to master it in a day either. If you're completely new to it I would recommend getting an automatic armature rig made and then tweak it later when you're more comfortable with it.

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18 hours ago, Tut Greco said:

Please see if you can get a result through this (or any other skin weight tutorial)

 

It's never been easy for us to grasp so I don't expect you to master it in a day either. If you're completely new to it I would recommend getting an automatic armature rig made and then tweak it later when you're more comfortable with it.

i've followed the result but the problem remains

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9 hours ago, comoaig said:

problem remains

Might be an issue with the skeleton, import a normal, unmodified skin and swap it over.

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  • 3 weeks later...

Edit : Already fixed this, thanks



UV MAP GOES WRONG

So i have a rigged character by 3ds max and the texture is mapped and works fine. 3ds max cannot use for a high poly model, move between modifier got delay for a minutes, import high poly model its take a minutes, compared with Blender it just only take a sec, thats why i want to change to another program, and i found this one!

 

So the problem is, i can always give a texture to the 1st list of material "unammed.004" but can't for another material, i mean all material except 1st material

6.png

 

I'm only give texture to 4th material "unammed.008" it should be her skin and face texture, but its still pink! texture only can use on 1st material

7.png

 

How i fix this? Thanks..

Edited by Cybers
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3 minutes ago, Cybers said:

How i fix this? Thanks..

If you exported with KAMS from 3ds max, check "Read Material Split" option while importing.

Edited by Parik
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